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LC_TRIP_BY_ZAZ


ZAZ
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GTA_SA_LC_TRIP_BY_ZAZ_V0.1

""""""""""""""""""""""""""""""""""""""""""""

Visit Liberty City and other hidden Interiors

 

Its based on a extremly stripped main

no missions, no original Features

 

user posted image

 

GAMESTART IN VERDANT MADOWS (airplane graveyard)

 

Just replace the MAIN.SCM. And don´t forget to make a backup first.

 

 

Or use the San Andreas Mod Installer ; http://www.sanandreasmodinstaller.com

 

Installscript is within

 

Start a new game !

_______________________________________________________________________

 

A trip to Liberty City, which is accessible in Mission Saint Mark's Bistro but not at all.

 

Liberty City is mostly unsolid

 

With special driving control (I call it DUAL_ROCKET_NOS and SEAWAYS)

it is possible to explore the Interior Map

 

_____________________________________________________________

 

-To visit LC, CJ must drive a vehicle

-[HANDBRAKE + previousRADIOsender/R]

_________________________________________________________________

-To come back

-[HANDBRAKE + nextRADIOsender/4 of upper number row]

_________________________________________________________________

-To come back on foot

-Actionkey/TAB-key

 

_________________________________________________________________

 

with [HANDBRAKE + previousRADIOsender/R] in vehicle, you can switch

through more positions and in addition to

Carmod Garages and to SanFiero Garage

Trans Fender CarmodGarage and SanFiero Garage is only reachable by Bike

______________________________________________________________

 

 

____________________________________________________________

Interiours on foot:

Go at the caravan in Verdant Madows into the red Marker

 

-with Jumpkey/space switch through the hidden Interiors

-with Enter/Exit back

___________________________________________________________

 

_____________________________________________________________

 

The Area59 is accessible by normal visiting

All Dors are open

No Wanted Level

__________________________________________________________

 

__________________________________________________________

 

SCREENSHOT: Key N /No/Nein

in vehikle and on foot

___________________________________________________________

 

__________________________________________________________

 

SPEED BRAKER enable/disabled:

-on bikes and flying vehikles [NUM4/Special controle (Hydraulik sideways left)]

-other vehikles: Up/steer forward (Arrow up key)

 

__________________________________________________________

 

DUAL_ROCKET_NOS, SEAWAYS, UNZERSTÖRBARMACHEN DER FAHRZEUGE,

FAHRZEUGHOCHSPRUNG, HELIMAGNET

""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

 

 

DUAL_ROCKET_NOS:

Parallel to originallyNOS works a scriptet NOS

which offers to the acceleration up to the immense one.

 

If vehicle is fast enough and drives about unflat ground, it takes off as a Rocket.

Who tested it, won´t miss it.

---------------------------------------------------

In 4-wheel-vehicles and airplanes:

keep pressing Firekey/mouse left

---------------------------------------------------

ON ALL BIKES:

NOS already works by accelerate, In addition, CJ don't fall from BIKE

It´s enable by default

to disable: [look right/E + previousRADIOsender/R]

-----------------------------------------------------

HELICOPTER:

CAPSLOK -or- SHIFT R /HORN-KEY PRESS

________________________________________________________________

 

SEAWAYS:

[Gliding cars knowledge over the sea (don't work in the reservoir )]

Its changed for the LC_Trip , to glide through Liberty City

 

FORWARD: NORMAL ACCELERATE

TURN RIGHT: BRAKE

TURN LEFT: HANDBRAKE

BACKWARD: [bRAKE AND HANDBRAKE]TOGETHER

______________________________________________________________

 

INDESTRUCTIBLE MODIFIING OF VEHIKLE:

1.CJ MUST SIT IN A VEHIKLE

2.THE VEHIKLE MUST STAND STILL

3. PRESS: [look right/E + previousRADIOsender/R]

_____________________________________________________________

 

VEHIKLE HIGH JUMP:

THE VEHIKLE JUMPS 100 METER UP TO SKY AND THEN GLIDES FORWARD

PRESS [ALT R -OR- NUM 0-KEY]

____________________________________________________________

 

HELIMAGNET:

1.CJ MUST SIT IN A HELICOPTER

2.THE HELICOPTER MUST STAND STILL

3.PRESS Q/LOOK LEFT

___________________________________________________________

 

 

 

 

Credits to Bart Waterduck for Missionbuilder

Credits to "Jacob" for San Andreas Place Manager

Credits to "GodGell" for Helimag-permission

Credits to "Brokenfish" for the NOS-code

Credits to "cpmusick" for San Andreas Mod Installer

Credits to "Hammer83" for GTA: San Andreas GXT Editor

Credits to "spaceeinstein", "Nubbel", "Opius"for indentifie unknown codes

and

Credits to the people at gtaforums.com for support, "Demarest", "Random Download", Patrik W. and more

Credits to Ice0o for Infos to find Liberty City and SanFieroGarage

 

user posted image

______________________________________________________________

 

 

:INNE_103A4: name_thread 'INNE':INNE_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_200D6: if  200DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0    600E1:   key_pressed  0    9004D: jump_if_false ££INNE_203C0: $mycar = actor $PLAYER_ACTOR car01B6: set_weather  10110: clear_player $PLAYER_CHAR wanted_level0006: @8 =  0;; integer values0006: @29 =  0;; integer values0002: jump ££INNE_25:INNE_130001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_15000D6: if  00039:   @29 ==  0;; integer values004D: jump_if_false ££INNE_1400D6: if  00119:   car $mycar wrecked004D: jump_if_false ££INNE_1401C3: remove_references_to_car $mycar;; Like turning a car into any random car0006: @29 =  1;; integer values:INNE_1400D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££INNE_1504C4: create_coordinate @25 @26 @27 from_actor $PLAYER_ACTOR offset 0.0 0.0  0.000D6: if  210023:    1300.0 > @27;; floating-point values00E1:   key_pressed  0    4004D: jump_if_false ££INNE_15:INNE_P12401B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0050: gosub ££INNE_15204BB: select_interior  0;; select render area04FA: reset_interior_colors  0057E: make_radar_grey  004E4: unknown_refresh_game_renderer_at  372.22  2522.54103CB: set_camera  372.22  2522.541  16.5700D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_P1370860: link_actor $PLAYER_ACTOR to_interior  0 00A1: put_actor $PLAYER_ACTOR at  372.22  2522.541  16.570173: set_actor $PLAYER_ACTOR z_angle_to  180.0:INNE_P1370001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_P1370001: wait  1000 ms016A: fade  1 (back)  500 ms:INNE_P1430001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_P14301B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut 0002: jump ££INNE_2:INNE_1500D6: if  200DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0    600E1:   key_pressed  0    9004D: jump_if_false ££INNE_210002: jump ££INNE_25:INNE_2100D6: if  200DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0    600E1:   key_pressed  0    8004D: jump_if_false ££INNE_130002: jump ££INNE_124:INNE_2500D6: if  00039:   @8 ==  0;; integer values004D: jump_if_false ££INNE_350007: @10 =  -821.0;; floating-point          X        values;;;;;;;;;;;;;;;;;;;;;;;;;;Liberty City0007: @12 =  502.29;; floating-point          Y        values0007: @14 =  1359.5;; floating-point           Z         values0007: @16 =  213.8;; floating-point           Winkel    values0006: @20 =  1;; integer values-----------------------------Interior Nummer0006: @8 =  1;; integer values0002: jump ££INNE_100:INNE_3500D6: if  00039:   @8 ==  1;; integer values004D: jump_if_false ££INNE_450007: @10 =  -751.783;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;Liberty City0007: @12 =  504.815;; floating-point values0007: @14 =  1371.32;; floating-point values0007: @16 =  180.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  2;; integer values0002: jump ££INNE_100:INNE_4500D6: if  00039:   @8 ==  2;; integer values004D: jump_if_false ££INNE_550007: @10 =  -812.286;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;Liberty City0007: @12 =  548.239;; floating-point values0007: @14 =  1391.1641;; floating-point values0007: @16 =  213.8029;; floating-point values0006: @20 =  1;; integer values0006: @8 =  3;; integer values0002: jump ££INNE_100:INNE_5500D6: if  00039:   @8 ==  3;; integer values004D: jump_if_false ££INNE_650007: @10 =  -743.1999;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;Liberty City0007: @12 =  569.1225;; floating-point values0007: @14 =  1371.297;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  4;; integer values0002: jump ££INNE_100:INNE_6500D6: if  00039:   @8 ==  4;; integer values004D: jump_if_false ££INNE_750007: @10 =  -834.6405;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;Liberty City0007: @12 =  544.4622;; floating-point values0007: @14 =  1356.5558;; floating-point values0007: @16 =  175.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  5;; integer values0002: jump ££INNE_100:INNE_7500D6: if  00039:   @8 ==  5;; integer values004D: jump_if_false ££INNE_8500D6: if  21047A:   actor $PLAYER_ACTOR driving_a_motorbike00DD:   actor $PLAYER_ACTOR driving_vehicle_type #QUAD004D: jump_if_false ££INNE_760007: @10 =  617.536.536;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;Trans Fender0007: @12 =  -1.99;; floating-point values0007: @14 =  999.98;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  6;; integer values0002: jump ££INNE_100:INNE_760006: @8 =  6;; integer values:INNE_8500D6: if  00039:   @8 ==  6;; integer values004D: jump_if_false ££INNE_950007: @10 =  616.783;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;;LocoLo0007: @12 =  -74.815;; floating-point values0007: @14 =  997.014;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  2;; integer values0006: @8 =  7;; integer values0002: jump ££INNE_100:INNE_9500D6: if  00039:   @8 ==  7;; integer values004D: jump_if_false ££INNE_960007: @10 =  615.286;; floating-point values;;;;;;;;;;;;;;;;;;;;;;;;;Wheel Arch Angel0007: @12 =  -124.239;; floating-point values0007: @14 =  996.9;; floating-point values0007: @16 =  90.8;; floating-point values0006: @20 =  3;; integer values0006: @8 =  8;; integer values0002: jump ££INNE_100:INNE_9600D6: if  00039:   @8 ==  8;; integer values004D: jump_if_false ££INNE_1240007: @10 =  -2028.286;; floating-point values;;;;;;;;;;;San Fiero Garage0007: @12 =  176.239;; floating-point values0007: @14 =  29.0;; floating-point values0007: @16 =  270.8;; floating-point values0006: @20 =  1;; integer values0006: @8 =  0;; integer values0002: jump ££INNE_100:INNE_10001B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0001: wait  1000 ms0395: clear_area 1 at  @10 @12 @14 range  1.00050: gosub ££INNE_15204BB: select_interior @20;; select render area0860: link_actor $PLAYER_ACTOR to_interior  @20 0840: link_car $mycar to_interior  @2004E4: unknown_refresh_game_renderer_at @10 @1203CB: set_camera @10 @12 @1400AB: put_car $mycar at  @10 @12 @140175: set_car $mycar z_angle_to  90.004F9: interior_colors  1  0057E: make_radar_grey  100D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_11102EB: restore_camera_with_jumpcut0002: jump ££INNE_111:INNE_1110001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1110001: wait  1000 ms016A: fade  1 (back)  500 ms:INNE_1170001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_11701B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0394: play_music  20002: jump ££INNE_13:INNE_12401B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0050: gosub ££INNE_15204BB: select_interior  0;; select render area0860: link_actor $PLAYER_ACTOR to_interior  0 0840: link_car $mycar to_interior  004FA: reset_interior_colors  0057E: make_radar_grey  004E4: unknown_refresh_game_renderer_at  372.22  2522.54103CB: set_camera  372.22  2522.541  16.5700D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_137 00AB: put_car $mycar at  372.22  2522.541  16.570175: set_car $mycar z_angle_to  90.0:INNE_1370001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1370001: wait  1000 ms016A: fade  1 (back)  500 ms:INNE_1430001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNE_14301B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01C3: remove_references_to_car $mycar;; Like turning a car into any random car 0002: jump ££INNE_2:INNE_15001C3: remove_references_to_car $mycar;; Like turning a car into any random car04FA: reset_interior_colors  0057E: make_radar_grey  00002: jump ££INNE_2:INNE_1520169: set_fade_color  0  0  0016A: fade  0 ()  500 ms:INNE_15400D6: if  0016B:   fading004D: jump_if_false ££INNE_1590001: wait  0 ms0002: jump ££INNE_154:INNE_1590051: return

 

 

 

:INNP_103A4: name_thread 'INNE':INNP_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_200D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  393.44  2540.108  16.66 radius  1.2  1.2  3.0 sphere  1004D: jump_if_false ££INNP_201B6: set_weather  10110: clear_player $PLAYER_CHAR wanted_level0006: @8 =  0;; integer values0002: jump ££INNP_25:INNP_130001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_1300D6: if  000E1:   key_pressed  0  14004D: jump_if_false ££INNP_150002: jump ££INNP_25:INNP_1500D6: if  00039:   @8 ==  7;; integer values004D: jump_if_false ££INNP_2104C4: create_coordinate @25 @26 @27 from_actor $PLAYER_ACTOR offset 0.0 0.0  0.000D6: if  00023:    1900.0 > @27;; floating-point values004D: jump_if_false ££INNP_220007: @1 =  372.22;; floating-point values0007: @2 =  2522.541;; floating-point values0007: @3 =  16.57;; floating-point values0007: @4 =  90.0;; floating-point values0002: jump ££INNP_124:INNP_2100D6: if  210039:   @8 ==  9;; integer values0039:   @8 ==  10;; integer values004D: jump_if_false ££INNP_2204C4: create_coordinate @25 @26 @27 from_actor $PLAYER_ACTOR offset 0.0 0.0  0.000D6: if  00023:    990.0 > @27;; floating-point values004D: jump_if_false ££INNP_220007: @1 =  372.22;; floating-point values0007: @2 =  2522.541;; floating-point values0007: @3 =  16.57;; floating-point values0007: @4 =  90.0;; floating-point values0002: jump ££INNP_124:INNP_2200D6: if  000E1:   key_pressed  0  15004D: jump_if_false ££INNP_130007: @1 =  372.22;; floating-point values0007: @2 =  2522.541;; floating-point values0007: @3 =  16.57;; floating-point values0007: @4 =  90.0;; floating-point values0002: jump ££INNP_124:INNP_2500D6: if  00039:   @8 ==  0;; integer values004D: jump_if_false ££INNP_350007: @10 =  345.6252;; floating-point        X                values;;;;;;;GF_SEX_LV0007: @12 =  304.1411;; floating-point        Y                values0007: @14 =  998.25;; floating-point             Z              values0007: @16 =  0.0;; floating-point values         Winkel0006: @20 =  6;; integer values---------------------------InteriorNummer0006: @8 =  1;; integer values0002: jump ££INNP_100:INNP_3500D6: if  00039:   @8 ==  1;; integer values004D: jump_if_false ££INNP_450007: @10 =  271.4699;; floating-point values;;;;;;;GF_SEX_SF0007: @12 =  307.2668;; floating-point values0007: @14 =  998.32;; floating-point values0007: @16 =  265.0;; floating-point values0006: @20 =  2;; integer values0006: @8 =  2;; integer values0002: jump ££INNP_100:INNP_4500D6: if  00039:   @8 ==  2;; integer values004D: jump_if_false ££INNP_550007: @10 =  245.6252;; floating-point values;;;;;;;GF_SEX_LS0007: @12 =  304.1411;; floating-point values0007: @14 =  998.32;; floating-point values0007: @16 =  0.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  3;; integer values0002: jump ££INNP_100:INNP_5500D6: if  00039:   @8 ==  3;; integer values004D: jump_if_false ££INNP_650007: @10 =  288.7753;; floating-point values;;;;;;;GF_SEX_0007: @12 =  308.4772;; floating-point values0007: @14 =  998.1641;; floating-point values0007: @16 =  213.8029;; floating-point values0006: @20 =  3;; integer values0006: @8 =  4;; integer values0002: jump ££INNP_100:INNP_6500D6: if  00039:   @8 ==  4;; integer values004D: jump_if_false ££INNP_750007: @10 =  324.6405;; floating-point values;;;;;;;GF_SEX_SF0007: @12 =  307.4622;; floating-point values0007: @14 =  998.1558;; floating-point values0007: @16 =  175.0;; floating-point values0006: @20 =  5;; integer values0006: @8 =  5;; integer values0002: jump ££INNP_100:INNP_7500D6: if  00039:   @8 ==  5;; integer values004D: jump_if_false ££INNP_850007: @10 =  306.1999;; floating-point values;;;;;;;GF_SEX_0007: @12 =  305.1225;; floating-point values0007: @14 =  1002.297;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  4;; integer values0006: @8 =  6;; integer values0002: jump ££INNP_100:INNP_8500D6: if  00039:   @8 ==  6;; integer values004D: jump_if_false ££INNP_950007: @10 =  317.881;; floating-point values;;;;;;;ANDROMADA0007: @12 =  979.907;; floating-point values0007: @14 =  1960.108;; floating-point values0007: @16 =  0.0;; floating-point values0006: @20 =  9;; integer values0006: @8 =  7;; integer values0002: jump ££INNP_100:INNP_9500D6: if  00039:   @8 ==  7;; integer values004D: jump_if_false ££INNP_960007: @10 =  2220.37;; floating-point values;;;;;;;Abgeschlossener Trackt des Caligula-Kellers0007: @12 =  1574.42;; floating-point values0007: @14 =  998.969;; floating-point values0007: @16 =  265.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  8;; integer values0002: jump ££INNP_100:INNP_9600D6: if  00039:   @8 ==  8;; integer values004D: jump_if_false ££INNP_970007: @10 =  450.6252;; floating-point values;;;;;;;GF_Rest_World of Coque0007: @12 =  -18.1411;; floating-point values0007: @14 =  1001.25;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  1;; integer values0006: @8 =  9;; integer values0002: jump ££INNP_100:INNP_9700D6: if  00039:   @8 ==  9;; integer values004D: jump_if_false ££INNP_980007: @10 =  457.783;; floating-point values;;;;;;;GF_Ice_Coffee0007: @12 =  -88.815;; floating-point values0007: @14 =  999.62;; floating-point values0007: @16 =  90.0;; floating-point values0006: @20 =  4;; integer values0006: @8 =  10;; integer values0002: jump ££INNP_100:INNP_980007: @1 =  372.22;; floating-point values0007: @2 =  2522.541;; floating-point values0007: @3 =  16.57;; floating-point values0007: @4 =  90.0;; floating-point values00D6: if  00039:   @8 ==  10;; integer values004D: jump_if_false ££INNP_1240007: @1 =  681.6252;; floating-point values0007: @2 =  -476.1411;; floating-point values0007: @3 =  16.42;; floating-point values0007: @4 =  0.0;; floating-point values0006: @8 =  0;; integer values0002: jump ££INNP_124:INNP_10001B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0050: gosub ££INNP_15204BB: select_interior @20;; select render area04E4: unknown_refresh_game_renderer_at @10 @1203CB: set_camera @10 @12 @1404F9: interior_colors  1  0057E: make_radar_grey  100D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_1110860: link_actor $PLAYER_ACTOR to_interior @20 00A1: put_actor $PLAYER_ACTOR at @10 @12 @140173: set_actor $PLAYER_ACTOR z_angle_to  180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££INNP_111:INNP_1110001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_1110001: wait  1000 ms016A: fade  1 (back)  500 ms:INNP_1170001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_11701B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0394: play_music  20002: jump ££INNP_13:INNP_12401B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0050: gosub ££INNP_15204BB: select_interior  0;; select render area04FA: reset_interior_colors  0057E: make_radar_grey  004E4: unknown_refresh_game_renderer_at  @1  @203CB: set_camera  @1  @2  @300D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_1370860: link_actor $PLAYER_ACTOR to_interior  0 00A1: put_actor $PLAYER_ACTOR at  @1  @2  @30173: set_actor $PLAYER_ACTOR z_angle_to  @4:INNP_1370001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_1370001: wait  1000 ms016A: fade  1 (back)  500 ms:INNP_1430001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_14301B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut 0002: jump ££INNP_2:INNP_1520169: set_fade_color  0  0  0016A: fade  0 ()  500 ms:INNP_15400D6: if  0016B:   fading004D: jump_if_false ££INNP_1590001: wait  0 ms0002: jump ££INNP_154:INNP_1590051: return

 

 

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Edited by ZAZ
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Thanks Dam, I hope so and add one more:

The little Bank in Palomino Creek ( showplace of a Catalina mission)

is open, is not an interior and is visitable like the car house or Area51.

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@Demarest: BTW, cars in the carmod garages get pulled back to the center from a exe coded magic hand

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I say this is quite nice. A pretty cool mod. I think it's worth trying, installing soon...

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Master-hand,ZAZ,you were so cool!the mod works well!

 

PS:your VC mod i love it! tounge2.gif

 

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